Wil, serious question: What is to stop a player, using 2d20, from using as many dice as he can on every task throw?

I mean, yes, I get that it will give the GM more DOOM, or whatever it is called in Star Trek, to make more obstacles for the player to overcome. But the player controls how powerful the character is, right? The player can decide to throw 2d20 or 5d20, depending on how much DOOM he wants to create.

If a player just automatically maxes out the number of dice he can use for every task, he's a super-human character, correct?

And a character like that should be able to deal with anything the GM throws at him, I would think.

So, I am curious if there is some other limit on how many dice the player can use on a task.

Wil, serious question: What is to stop a player, using 2d20, from using as many dice as he can on every task throw?

I mean, yes, I get that it will give the GM more DOOM, or whatever it is called in Star Trek, to make more obstacles for the player to overcome. But the player controls how powerful the character is, right? The player can decide to throw 2d20 or 5d20, depending on how much DOOM he wants to create.

If a player just automatically maxes out the number of dice he can use for every task, he's a super-human character, correct?

And a character like that should be able to deal with anything the GM throws at him, I would think.

So, I am curious if there is some other limit on how many dice the player can use on a task.

THere is nothing but the doom use to prevent it. The design staff doesn't see that as a problem...

but for trek, the costs of those dice just went up after the designer started reading the feedback looking for replications of my issue... players never running out of momentum ... Currently...

2d20: Free
3d20: 1M
4d20: 3M
5d20: 6M.

What I'm finding is that, while it's not actively hindering me to run a Trek game, it's not actively helping much, either, except for ship combat.

After the last few tweaks, ship combat freaking ROCKS in the draft.

Unfortunately, as with MGT 1E, I suspect the final might not include the playtest draft's changes in a meaningful manner.

Now, I've been spending threat at a reasonable rate... and I've REALLY knocked into my players that it sucks hard when I get 10+... as all of a sudden, things catch fire and/or PC's get broken, not just stressed.

They've learned a little, but they are not designing for Rules-players, but Story-players. As in, those who expect the rules to emulate the ST Universe won't find that in the rules; at best, it encourages a Trek-Story emulation Weakly, but not the universe.

THere is nothing but the doom use to prevent it. The design staff doesn't see that as a problem...

Of course they don't.

Doesn't surprise me.

Quote:

2d20: Free
3d20: 1M
4d20: 3M
5d20: 6M.

Is this your house rule, or is this how Trek is being written?

How do I read that? Players need to spend Momentum to get extra dice?

And, if they have no Momentum, they can't get extra dice?

Quote:

After the last few tweaks, ship combat freaking ROCKS in the draft.

OK, cool. Can you give use the short version of why it rocks?

Quote:

They've learned a little, but they are not designing for Rules-players, but Story-players. As in, those who expect the rules to emulate the ST Universe won't find that in the rules; at best, it encourages a Trek-Story emulation Weakly, but not the universe.

So, the ship combat is excellent, but the rest of the game....ain't that good?

THat players would drop 3 threat for 5d20 on a diff 1 task to fill the momentum bank was an alien concept to them. That they'd consistently engineer to do so using the library of standard ship tasks was also alien to them.

Note that the official options being tested for ships are that NPC ships track power just like PC ships, and that NPC crews have grades (rather than using Template NPCs) - given as Att/Discipline.
8+1
9+2
10+3
11+4

The lifepath system is bland; the only thing that isn't generic sci-fi in feel is the races.

Pick race
Pick Homeworld type
Pick Environment (which is not tied to the homeworld type...)
Pick academy curriculum (Command, Sciences, or Operations)
Pick "experience" (Veteran, Experienced, or Young Officer)
Pick 2 "events"
Pick one extra point to an attribute, one extra to a discipline, and one extra Value
Most steps give a value, a talent or a trait, and adjust attributes up by 1-3 points and disciplines up by 1-3 points.

All PC's, no matter the age, race, background, etc, has the same total levels of attributes, same total levels of disciplines, 4 talents, 5 Values, 1 racial trait, 6 foci, 0-2 non-racial traits.

If the totals exceed the 12/11/11/11/11/11 limit for attributes, redistribute them to not exceed that; ibid for the 5/4/4/4/4/4 limit for disciplines.

And, since it's all "roll or pick," ... you may as well simply assign those points instead. Range is 7-12, 54 total, with no more than one at 12 (no 12 if young, put the point elsewhere). Likewise the disciplines 16 levels, 1-5 each, only one at 5.
Pick relevant foci.

That's essentially it. It's possible to concentrate the totals just about anywhere.